split render pipelines

This commit is contained in:
MihailRis
2025-05-09 15:31:04 +03:00
parent fc46b7c434
commit c1608fe8e2
13 changed files with 176 additions and 191 deletions
+14 -17
View File
@@ -103,7 +103,7 @@ WorldRenderer::WorldRenderer(
assets->require<Shader>("skybox_gen")
);
shadowMap = std::make_unique<ShadowMap>(1024);
shadowMap = std::make_unique<ShadowMap>(1024 * 4);
shadowCamera = std::make_unique<Camera>();
}
@@ -373,18 +373,18 @@ void WorldRenderer::draw(
auto& shadowsShader = assets.require<Shader>("shadows");
if (gbufferPipeline) {
float shadowMapScale = 0.05f;
float shadowMapScale = 0.05f * 2;
float shadowMapSize = shadowMap->getResolution() * shadowMapScale;
*shadowCamera = Camera(camera.position, shadowMapSize);
shadowCamera->near = 0.5f;
shadowCamera->far = 600.0f;
shadowCamera->perspective = false;
shadowCamera->setAspectRatio(1.0f);
shadowCamera->rotate(glm::radians(-65.0f), glm::radians(-35.0f), glm::radians(-35.0f));
shadowCamera->rotate(glm::radians(-64.0f), glm::radians(-35.0f), glm::radians(-35.0f));
//shadowCamera.perspective = false;
/*shadowCamera.rotation = //glm::inverse(
glm::lookAt({}, glm::normalize(shadowCamera.position-camera.position), glm::vec3(0, 1, 0));
//);*/
// shadowCamera->rotation = glm::inverse(
// glm::lookAt({}, glm::normalize(camera.position-shadowCamera->position), glm::vec3(0, 1, 0))
// );
shadowCamera->updateVectors();
//shadowCamera->position += camera.dir * shadowMapSize * 0.5f;
shadowCamera->position -= shadowCamera->front * 100.0f;
@@ -406,16 +406,7 @@ void WorldRenderer::draw(
/* World render scope with diegetic HUD included */ {
DrawContext wctx = pctx.sub();
if (gbufferPipeline) {
if (gbuffer == nullptr) {
gbuffer = std::make_unique<GBuffer>(vp.x, vp.y);
} else {
gbuffer->resize(vp.x, vp.y);
}
wctx.setFramebuffer(gbuffer.get());
} else {
postProcessing.use(wctx);
}
postProcessing.use(wctx, gbufferPipeline);
display::clearDepth();
@@ -446,7 +437,13 @@ void WorldRenderer::draw(
//renderBlockOverlay(wctx);
}
postProcessing.render(pctx, assets, timer, camera, shadowMap->getDepthMap());
postProcessing.render(
pctx,
assets,
timer,
camera,
gbufferPipeline ? shadowMap->getDepthMap() : 0
);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {